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PZO9401 Second Darkness Players Guide PDF
PZO9401 Second Darkness Players Guide PDF
PZO9401 Second Darkness Players Guide PDF
The city of Riddleport is no place for the naive. Founded by pirates and ruled
by criminals, Varisia’s most lawless city chews up the weak and foolhardy.
In other words, it’s a perfect home for adventurers! Take the first step into
Riddleport, the starting city for Pathfinder’s Second Darkness Adventure
Path. The information contained herein gives players the edge they need
to face this deadly quest, with new rules, details on making campaign-
specific characters, and background information no adventurer should
be without. Even if you aren’t playing the Second Darkness Adventure
Path, this booklet is filled with all new spells, magic items, and character
options perfect for any game.
Second Darkness
paizo.com/pathfinder
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COMPANION
This product is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game. The OGL can be found on page 32 of this product.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d).
No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License,
please visit wizards.com/d20.
Paizo Publishing, LLC
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Bellevue, WA 98005
paizo.com
Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. Pathfinder and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2008, Paizo Publishing, LLC.
All Rights Reserved. Printed in China.
COMPANION
2
Introduction
Be Guided, Ye Players was blessed with the lead position on the campaign
For this particular Pathfinder Companion, the topic at setting’s hardcover and with launching this whole new
hand is the Second Darkness Adventure Path. In this line of products. As of writing this,I’ve assigned the next
companion, we introduce a structured and expansive two companions to some excellent writers. Pathfinder
traits section. We first introduced traits in the Curse of Companion: Elves, coming out in a couple months,
the Crimson Throne Player’s Guide, but with this player’s is being written by industry veteran Jeff Quick and
guide we set out more defined rules and a much greater frequent Dragon contributor (and RPG Superstar Top
variety. Originally conceived by James Jacobs, I had the 16 finisher) Hal Maclean. The third companion, set in
opportunity to work from his excellent ideas to build the wondrous Osirion, comes from the fertile imaginations
framework of the traits system for the Pathfinder Chronicles of designer Todd Stewart and RPG Superstar Top 4
Campaign Setting (which also releases this month!). When finisher Jason Nelson.
the system got cut from that book for space concerns, My favorite part of this job is working with the writers,
we decided to add it to this player’s guide. We hope you some of whom have been in this industry since the heady
like the new traits system, because you’re likely to see a days of 1st edition in the late 70s. It has also been my great
lot of it. It’s our intent to add new traits to the system pleasure to help novices become recognized names in the
in every Pathfinder Companion, expanding your options industry, aiding in the careers of several reliable and
every 2 months. talented writers.
Because the Second Darkness Adventure Path begins When I announced my resignation I feared Paizo
in the hive of scholars and villainy known as Riddleport, might not be able to find a replacement with the varied
this companion’s location piece examines that unique yet narrow skill set I have developed in the past 4-1/2
City of Cyphers on Varisia’s northwestern coast. Following years, that James, Wes, Jason, and Sutter would have to
the Riddleport section comes five discussions full of train a proofreader to become an editor. Despair not, my
useful mechanics from Amber Scott, including a Second friends, for Paizo once again worked its magic to not only
Darkness-themed prestige class, spells for Riddleport’s replace me, but to find an upgrade! My replacement on
cyphermages, a look at worshipers of Cayden Cailean, and the Pathfinder Chronicles and Pathfinder Companion lines
magic items useful in exploring underground realms. is himself a master of gaming lore and an all-around nice
Then, closing out the section, comes the NPC Lavender guy. I speak here of Sean K Reynolds, who, as it turns out,
Lil, a locally infamous worker of the oldest profession helped me land my first freelance gig in the d20 industry
intimately tied into the waning Vancaskerkin fortunes. that ultimately landed me my job at Paizo. So while this
Hopefully all this will prepare your characters for what’s is the last (and first!) foreword I will be writing for you,
coming up in Second Darkness. I promise you’re going to like what you’ll see from these
products in the future.
Fare Thee Well, My Friends Lest you fear this is the last you’ll hear from me, take
In 4-1/2 years of working at Paizo, I have only taken the heart: I plan to continue writing for Paizo as a freelancer
opportunity to directly address you, our gentle readers for as long as they want to give me projects to work on.
(best in the world!), twice. Once in the Pathfinder Chronicles Now I just need to get Sean to assign me a Companion
Campaign Setting hardcover and once here. By a strange once in a while.
series of coincidences and not-so-coincidences, both of Thanks for many great years!
these forewords come out in the same month and both of
them represent the end of my stint at Paizo Publishing.
I started in November, 2003, as an assistant editor
on the beloved (and missed) Dragon magazine. Wesley
Schneider and I started at the same time, and together
we shepherded Dragon for 44 issues, from spy-filled
#316 through to the nostalgiatastic #359. With the end
of Dragon and Dungeon’s print incarnations and the rise
of Pathfinder, Wes and I stopped working on the same Mike McArtor
team. He went on to work on the Pathfinder Adventure Editor
Paths and I became editor of… well… everything. For Pathfinder Companion
a while, everything Paizo put out went past my eyes,
making me quite knowledgeable about Golarion and
Pathfinder Chronicles Campaign Setting continuity.
For that reason, as well as my organizational skills, I
3
COMPANION
4
Second Darkness: Player’s Guide
representatives of nearly every ethnicity in Avistan and dwarves sometimes migrate to the city. These usually
Garund find their way to the pirate port. Kellishite and adventurous dwarves often hope to make names and
Garundi traders sail their sharp-sailed vessels beneath fortunes for themselves by bringing a degree of much
the arch of the Cyphergate, bringing with them the lacked skilled labor to the city, or simply to turn a profit
exotic garb, art, and weapons of their people. Proud Ulfen selling dwarven goods to travelers from afar. Those with
warriors from the Land of the Linnorm Kings regularly no interest or skill in mining or trading find Riddleport’s
make grudging stops in Riddleport, trading the wares air of constant change, danger, and wild opportunity a
of their homeland and the spoils of raids in the city’s liberating change from stifling dwarven traditions.
markets. Traders, pirates, and privateers of Chelish and
Taldan descent compete on the open seas, eager to steal Elves
the greatest riches back to the ports of their homeland. With little interest in so uncouth and dangerous a
Many of Varisia’s natives also find their way to community, especially one so nearby the splendor of the
Riddleport. Among them, wandering Varisians delight Mierani Forest, elves rarely deign to walk the streets of
in the city’s wild spirit and exotic sites, making the city a Riddleport. While on rare occasions a lone Mierani hunter
favored spot even over Magnimar and Korvosa to the south. or desperate elven traveler might find himself forced to
The criminal Sczarni—families and gangs of Varisian take shelter among the city’s vagrants and thieves, such
thieves—particularly relish Riddleport’s anything- visits prove rare. Mierani criminals, outcasts forced to
goes, lawless atmosphere, and take every opportunity to flee their wooded homeland, and those afflicted with
bilk foreign travelers of their gold. Even the occasional dangerous wanderlust, appear slightly more frequently.
Shoanti makes his way to the City of Cyphers. While the Similarly, individuals from far-off lands are just as likely
sea-faring barbarians of the Shadde-Quah occupy the to make their way to Riddleport as those of the nearby
cliffs and sea vales of the nearby Calphiaks, they have forests. Thus, although still uncommon, wild elves from
few dealings with Riddleport’s unruly populace, seeing the Mwangi Expanse and even the aloof elves of Kyonin
them—rightly so—as untrustworthy and dishonorable. are not unknown.
Occasionally, members of the Shriikirri-Quah journey
to the outskirts of the city to trade their famously well- Gnomes
bred horses, but rarely travel within the city walls. Those Some daring gnomes eke out a dangerous life for
Shoanti seen within the city are typically outcasts and themselves in Riddleport. Freedom-loving folk, typically
dishonored warriors, seeking a new life in their shame possessing no notion of humanity’s concepts of morality,
and often becoming laborers, brawlers, or pit fighters. many make profitable livings working as alchemists and
Aside from controlling many of Riddleport’s criminal druggists for any one of the city’s criminal factions. With
enterprises, humans make up the majority of the city’s their love of change and new experiences, gnomes delight
scholars and clergy. The increasingly influential Order of in wandering the docks and markets of Riddleport, as
Cyphers and the academics of the Windward District are foreign ships bring an endless pageant of exotic sights,
filled with both native-born and well-traveled intellectuals sounds, and smells to their very doors. Some also make
seeking to unravel the mysteries of Varisia’s ancient past. filthy livings plying the muck of the Velashu River,
The city’s several temples also support primarily human unknowing but always eager to discover what—or whom—
clergy and congregations—although locally several they might turn up amid the slime.
tieflings extol Calistria’s tenents, and Cayden Cailean’s
following is particularly diverse. Halflings
Wily gamblers, skilled sailors, and deft thieves, halflings
Dwarves find great opportunity in Riddleport’s pervasive criminal
Many of the dwarves of Janderhoff find Riddleport a underworld. As in Korvosa to the south, many halflings
lawless place unfit for proper business and devoid of take work upon the sea, their size and nimbleness making
interest in true craftsmanship—and they’re not wrong. them especially well suited to life on sailing vessels.
The promise of profit often overshadows such scruples, Yet, for all the short-folks’ skill, thieves of other races
though. Funded wholly by a faceless consortium of typically look down upon their diminutive peers, and slurs
investors from Janderhoff, Riddleport’s Gas Forges regarding “scrawny slips” are bandied about frequently.
employ a sizable number of dwarves, either as miners in Many halflings take such prejudices as motivation to excel,
the deadly underground carbauxine mines or as smiths and they avenge themselves by outdoing their oversized
in the complex forges above. Aside from those dwarves competition. A few more enlightened or greedy crime
committed or crazed enough to sacrifice years of their bosses care little for the size of those in their employ,
lives working among the poisonous forges, opportunistic especially when it comes to getting a job done.
5
COMPANION
6
Second Darkness: Player’s Guide
local Shoanti, despite their not-infrequent attacks on throughout the city, praying for fortune and fair weather in
Riddleport ships. their followers’ dealings on land and at sea. Especially along
As merchants and travelers from all over Avistan and the docks, the faithful of dozens of other deities wander the
Garund venture to the City of Cyphers, strange beliefs city, some simply bringing their gods with them as they
and barbarian cultures from across these lands trickle travel, others seeking to proselytize in a new land. As the
into port. Thus, it’s not uncommon to see wanderers resident faiths tend to be accepting or uncaring regarding
from the northern Garundi deserts, savage Kellids from other beliefs, Riddleport proves quite open to foreign
Numeria, and even stoic tribesmen from the Mwangi dogmas—so long as they don’t interfere with business.
Expanse passing through or seeking work.
Druids
Bards With the city’s reliance on the sea, druids are more
Along with ravenous appetites for gold and alcohol, welcomed in Riddleport than most other urban
Riddleport has an insatiable need for entertainers. With centers. Although the city as a whole cares little for its
the city’s numerous bars, inns, gaming halls, brothels, environment—as evidenced by the disgusting state of
restaurants, clubs, and other venues, the talents of the Velashu River, Riddleport harbor, and the marshy
skilled performers are constantly in demand. Wandering Boneyard—the city does all it can to placate the wrath of
songsmiths, local instrumentalists, exotic dancers, surly nature worshipers with coins and token offerings to
traveling poets, long-winded scops, and entertainers Gozreh and other natural faiths. Despite their distaste for
from a hundred different cities and courts throughout the city, druids often come to the coasts near Riddleport to
the world demand high coin for their coveted services. commune with the waves and the creatures of the ocean.
Riddleport crowds are fickle, though, and one day’s star Many predict that it’s only a matter of time before the fury
is the next day’s hack; though, conversely, yesterday’s of nature consumes the exploitive city, but some druids
courtesan has a fair chance at being tomorrow’s starlet. take a less damning approach to their dealings with the
Thus, competition among entertainers proves fierce in the city. As such, several druids take up residence near the
City of Cyphers, with performers knowing that, in many city’s docks, hoping to minimize the city’s impact on
venues, a poor show might cost them much more than the nearby bay, while others even join the crews of ships,
just their jobs, Riddleport audiences being notoriously offering their unique abilities over the elements for the
physical in their disapproval. Unsurprisingly, especially chance to experience the open ocean.
through the Wharf District, rowdy pub patrons demand Aside from those druids interested in the waves and forests
bawdy tunes and clever sea shanties in endless supply, an farther inland, some hermetic druids make their homes
art form adopted by several foul-mouthed artistes. deep within the Calphiaks. Among the rocks and beasts
of the mountains, these hard-souled nature worshipers
Clerics find a rugged kind of spirituality. Yet, some of these pious
Faith is fickle in Riddleport, a city that places its reverence explorers seek to connect not with boulders and mountain
in luck, trickery, debauchery, and the sea. Most of the summits, but with the very depths of the earth, delving into
city’s residents find it wiser to place their faith in their the endless tunnels that thread their way through the heart
own cunning and hard work than in capricious deities, of the Calphiaks and, as some say, far beyond.
but one also can’t enter a local gambling den without
hearing praises raised to Desna’s, Cayden Cailean’s, or Fighters
Calistria’s name. Riddleport’s need for those with strong arms and sharp
Despite the inconsistency of their flocks, Cayden weapons never declines, even as the city slowly slides
Cailean and Calistria both have well-attended temples in toward legitimacy. Although mercenaries and raiders can
the City of Cyphers—a fact that likely has less to do with always find work on any number of pirate ships, caravans,
faith and more with the former being a boisterous tavern and trading vessels, most of the city’s martial-minded
and the latter a brothel. These two temples, the Publican’s residents take jobs protecting the stakes of the city’s
House and House of the Silken Veil, respectively, both numerous crime bosses. Whether as bouncers, toughs, hit
support priests and reach out to the communities at men, or racketeers, experienced and well-feared fighters
large. The church of the goddess Besmara, a lesser deity never lack for work among the gangs of the city’s extensive
revered by pirates and seafarers, also keeps a small local underworld. Particularly bloodthirsty or brutal fighters
temple where sailors and privateers make blood offerings can also find work brawling and splitting skulls exclusively
in exchange for placid seas and rich hauls. among the city’s several outlets for blood sport, primarily
Aside from these well-rooted faiths, several priests of the at Zincher’s Arena, where crowds pay for gory displays on
goddess Desna and Gozreh tend to small congregations a nightly basis.
7
COMPANION
Yet, for all the grim and nefarious work opportunities pass through the City of Cyphers, hoping to cleanse the
the city offers, those warriors who prefer not to be tied city by ridding the still dangerous countryside of savages
directly to any of Riddleport’s several obviously criminal and monstrous threats. In doing so, most hope to pave
enterprises have options as well. Numerous skilled the way for more decent folk to come to the region and
fighters find an air of questionable legitimacy among the change the city over time.
mercenaries that serve as the city’s gendarmes. Although
not a wholly noble organization, many these keepers of Rangers
Riddleport’s few laws and relative peace do actually strive As one of the northernmost true cities encountered
to aid the people of the city. before entering the savage Land of the Linnorm Kings
and wildernesses beyond, Riddleport is a true frontier
Monks town. As such, numerous skilled hunters, trackers,
While hardly a spot to find enlightenment and spiritual and explorers make their home in and around the city,
wholeness, Riddleport is a place where both martial abilities ever ready for the next expedition. In the nearby wilds,
and deception are valued commodities. As such, the skills hunters patrol the mountains in search of exotic beasts
of those who are most deadly when unarmed and whose that prey upon farms along the Velashu River, such as
appearances disguise their prowess are held in high esteem. wolves, firepelt cougars, harpies, and even the occasional
Although few who hone their physical skills seek worldly roc or hill giant.
comforts, those who do can find great respect and endless Within the city, some rangers take sail aboard local
work serving the city’s various crime bosses. The crowds at ships, and more than one shark hunter or killer of sea
Zincher’s Arena also delight in rare displays of martial arts monsters—such as aberrant reefclaws or magical beasts
and, therefore, such practitioners command high prices like devilfish—keep live-in trophy halls near the city’s
for such exhibitions. In some underground arenas and wharves. Those with swift mounts make fine livings as
fighting clubs, inelegant brawlers and hulking boxers learn couriers within the city and between Riddleport and its
techniques similar to those of foreign monks, cultivating holdings in Roderic’s Cove. Alternatively, hunters of men
bare-fisted styles less artful but no less devastating. find endless outlets for their talents as hit men for the
Aside from the rare well-trained Shoanti brawler or city’s endless criminal dealings.
wandering ascetic, few Riddleport locals adopt the path Recently, several local rangers have taken to exploring
of the monk. Rather, most such martial-masters travel the vast cave systems beneath the Calphiak Mountains.
to the city from afar, either passing through as they seek Those who survive such dangerous expeditions
new experiences to test their skills or in search of rivals sometimes return with strange fungi and evidence of
to hone their abilities. Thus, it’s not unheard of to find bizarre, pale-skinned beasts.
representatives of the whirling masters of Thuvia, the
stone-footed acrobats of Qadira, or the silent lamas of the Rogues
east exploring Riddleport’s docks. In a city of scoundrels, the quick-witted flourish. Rogues of
every variety and specialty find ample use for their skills
Paladins serving the city’s various crime bosses, from pickpockets
Although none of Riddleport’s prominent faiths support and second-story men to con artists and smugglers. Nearly
paladins among their ranks, one occasionally encounters every racket has its possibilities and place in Riddleport,
such valorous warriors amid the city’s bustling crowds. and it’s not uncommon to find the most skilled scoundrels
Some holy warriors take it as a divine challenge to bring involved in multiple schemes at the same time. Those
the word of their deity to the irreverent, especially those rogues adverse to theft and deadly dealings often make
clustered in cities of sin like Riddleport. Occasional their ways as gamblers, merchants, prostitutes, private
wandering paladins of Iomedae and Abadar come to the investigators, and even among the city’s gendarme.
city in the hopes of wresting a few souls from darkness Aside from those crooks in the direct employ of
and combating the wickedness rampant in the city, Riddleport’s crime bosses, several other fledging gangs
but most end up departing in frustration. More than and lone thieves seek to make names for themselves in
one such holy warrior has disappeared in Riddleport, the City of Cyphers. Groups of Sczarni occasionally blow
as crusades against the city’s potent crime lords rarely into the city, running con games and quick rackets before
last long or end well. Paladins of Erastil and Sarenrae heading back on the road. And while crime bosses control
tend to have slightly more success in the city, taking many of the criminal enterprises within the city, most
lighter approaches and ingraining themselves among hold little sway outside the port’s walls. Thus, wandering
the people by providing education and healing to the brigands and roadside thieves come from all across
frontier city. Also, paladins of other faiths sometimes Varisia to pawn their pilfered wares.
8
Second Darkness: Player’s Guide
9
COMPANION
One more thing: Character Traits are for PCs. If you But we don’t intend on stopping there! With each new
want an NPC to have traits, that NPC will need to “buy” Pathfinder Companion, you can look forward to us introducing
them with the Additional Traits feat. Player characters are additional traits. These new traits will fall into one of three
special; they’re the stars of the game, after all, and if they categories: Racial, Regional, and Religion. If you’re creating
have an advantage over the NPCs of the world in this way, a Second Darkness character after additional Pathfinder
that kind of makes sense. The pregenerated characters Companions have become available, you can certainly choose
presented in Pathfinder and the modules will not have to pick a Racial, Regional, or Religion Trait as your second
bonus traits selected for them—we’re leaving those choices trait, but your initial trait should always be one selected
to you if you wish to use one of them as a PC. from the Second Darkness Campaign Traits list.
Many traits grant a new type of bonus: a “trait” bonus.
Trait bonuses do not stack—they’re intended to give you a Types of Traits
slight edge over the non-PCs of the world, not a secret back- There are five types of Character Traits to choose from,
door way to focus all your traits on one type of bonus to gain although at the time of this book’s printing, only two (Basic
an unseemly advantage over the rules. It’s certainly possible, and Campaign) are available; these traits are described
for example, that somewhere down the line, a “Courageous” on pages 11–15. The other three categories of traits are
trait might be on the list of Dwarf Racial Traits, but just listed below—expect to see traits from these categories in
because this trait’s on the Dwarf Racial Traits list and the future Pathfinder Companions!
Basic Combat Traits list doesn’t mean you’re any more brave Racial Traits: Racial Traits
if you choose both than if you choose only one. are keyed to specific races or
ethnicities. In order to select a
Gaining Traits Racial Trait, your character must
When you create your character for be of the trait’s race or ethnicity.
Second Darkness, ask your GM how If your race or ethnicity changes
many traits you can select. In most at some later point (as could
cases, a new PC should gain two be possible due to the result of
traits, effectively gaining a bonus feat polymorph magic or a reincarnation
at character creation. Some GMs may spell), the benefits gained by your
wish to limit this somewhat, depending racial trait persist—only if your mind
upon their style of play; you may only and memories change as well do you
be able to pick one trait, or your GM lose the benefits of a Racial Trait. Of
might allow three or more. Even if course, in such an event, you’re also
your GM doesn’t allow bonus traits, likely to lose skills, feats, and a
you should still be able to pick up whole lot more!
some with the Additional Traits Regional Traits: Regional Traits
feat (see the sidebar on page 12). are keyed to specific regions, be they
For Second Darkness, there are large (such as a nation or geographic
two categories of traits to choose region) or small (such as a city or a
from. One of your Traits must specific mountain). In order to select
be a Campaign trait chosen a Regional Trait, your PC must have
from the list starting on spent at least a year living in that
page 14—this trait ties region. Note that at first level, you can
your character into the only select one Regional Trait (typically
Second Darkness storyline and the one tied to your character’s place of
gives you a built-in reason to be- birth or homeland), despite the number of
gin the first adventure, “Shadow regions you might wish to write into your
in the Sky.” Your other trait should character’s background.
be chosen from one of the four types Religion Traits: Religion Traits indicate
of Basic Traits: Combat, Faith, Magic, or that your character has an established faith
Social. Note that each of these four categories in a specific deity; you need not be a member
roughly equates to the four modes of adven- of a class that can wield divine magic to pick
turing, but aren’t tied to specific classes. It’s a Religion Trait, but you do have to have a
perfectly possible to have a religious rogue, for patron deity and have some amount of religion
example, or a magic-obsessed fighter. in your background to justify this trait.
10
Second Darkness: Player’s Guide
Unlike the other four categories of traits, Religion Traits thing as far as protection, but it did encumber you as
can go away if you abandon your religion, as detailed below much as real armor would have, and you’ve grown used to
under Restrictions. moving in such suits with relative grace. When you wear
armor of any sort, reduce that suit’s armor check penalty
Restrictions on Trait Selection by 1, to a minimum check penalty of 0.
There are a few rules governing trait selections. To begin 3 Bullied: You were bullied often as a child, and you are now
with, your GM controls how many bonus traits a PC begins constantly ready to defend yourself with your fists when
with; the default assumption is two traits. When selecting an enemy comes near. You gain a +1 trait bonus on attacks
traits, you may not select more than one from the same of opportunity attack rolls made with unarmed strikes.
list of traits. Certain types of traits may have additional Note that this trait does not grant the ability to make
requirements, as detailed in the section above. attacks of opportunity with your unarmed strikes—you’ll
Remember also that traits are intended to model events need to take a level of monk, the Improved Unarmed
that were formative in your character’s development, Strike feat, or some other similar power to gain the use
either before he became an adventurer, or (in the case of this Character Trait. However, that doesn’t prevent you
of additional traits gained via the Additional Traits feat) from selecting this trait. You’ll simply not be able to make
events that happened while adventuring. Even if you use of it until a later point if you do.
become a hermit and abandon society, you’ll still retain 4 Courageous: Your childhood was brutal, yet you persevered
your legacy of growing up an aristocrat if you took a Social primarily through force of will and the hope that no
Trait. The one exception to this is Religion Traits—since matter how hard things might get, as long as you kept a
these traits require continued faith in a specific deity, you level head you’d make it through. You gain a +2 trait bonus
can indeed lose the benefits of these traits if you switch on saving throws against fear effects.
religions. In this case, consult your GM for your options. 5 Deft Dodger: Growing up in a rough neighborhood or a
He may simply rule that you lose that trait, or he might dangerous environment has honed your senses. You gain
allow you to pick a new Religion Trait tied to your new a +1 trait bonus on Reflex saves..
deity. Another option is that if you abandon a religion, 6 Dirty Fighter: You wouldn’t have lived to make it out
you lose the associated Religion Traits until you gain of childhood without the aid of a sibling, friend, or
an experience level, at which point you may replace lost companion on whom you could always count to distract
Religion Traits with Basic Faith Traits. your enemies long enough to do a little bit more damage
than normal. That companion may be another PC or
Basic Traits an NPC (who may even be recently departed from your
These traits are broken down into four categories. side). When you hit a foe you are flanking, you deal an
Combat Traits focus on martial and physical aspects additional 1 point of damage (this damage is added to
of your character’s background. Faith Traits focus on your base damage, and is multiplied on a critical hit). This
his religious and philosophical leanings. Magic Traits additional damage is a trait bonus.
focus on any magical events or training he may have had 7 Fencer: You trained long hours as a youth with blades,
in his past. And Social Traits is both a catch-all category either taking lessons in the genteel art of fencing from
and one that indicates what social class or upbringing tutors paid for by your parents or by being taken under
your PC had. the wing of a disenfranchised fencer who may have turned
to a life of crime. You gain a +1 trait bonus on attacks of
Combat Traits opportunity made with daggers, swords, and similar
These traits are associated with combat, battle, and bladed weapons.
physical prowess; they give characters minor bonuses in 8 Killer: You made your first kill at a very young age and
battle and represent conflicts and physical struggles in found the task of war or murder to your liking. You either
the character’s backstory. take particular pride in a well-placed blow, or vile pleasure
1 Anatomist: You have studied the workings of anatomy, in such a strike as you twist the blade to maximize the
either as a student at university or as an apprentice pain. You deal additional damage equal to your weapon’s
mortician or necromancer. You know where to aim your critical hit modifier when you score a successful critical
blows to strike vital organs and you gain a +1 trait bonus hit with a weapon; this additional damage is added to
on all rolls made to confirm critical hits. the final total, and is not multiplied by the critical hit
2 Armor Expert: You have worn armor as long as you can multiple itself. This extra damage is a trait bonus.
remember, either as part of your training to become a 9 Reactionary: You were bullied often as a child, but
knight’s squire or simply because you were seeking to never quite developed an offensive response. Instead,
emulate a hero. Your childhood armor wasn’t the real you became adept at anticipating sudden attacks and
11
COMPANION
12
Second Darkness: Player’s Guide
shrine to tinker with spell components and magic devices, 10 Skeptic: Growing up, you were always around magical
and often caused quite a bit of damage and headaches for effects to the extent that you realized that much of it was
your parent as a result. You gain a +1 bonus on Use Magic smoke and mirrors. You gain a +2 trait bonus on all saving
Device checks, and Use Magic Device is always a class skill throws against illusions.
for you.
3 Focused Mind: Your childhood was either dominated Social Traits
by lessons of some sort (be they musical or academic) or Social Traits are a sort of catch-all category—these traits
by a horrible home life that encouraged your ability to reflect the social upbringing of your character, your
block out distractions to focus on the immediate task at background with high society or lack thereof, and your
hand. You gain a +1 bonus on Concentration checks, and history with parents, siblings, friends, competitors, and
Concentration is always a class skill for you. enemies.
4 Gifted Adept: Your interest in magic was inspired by 1 Adopted: You were adopted and raised by someone not of
witnessing a spell being cast in a particularly dramatic your actual race, and raised in a society not your own. As
method, perhaps even one that affected you physically or a result, you picked up a Racial Trait from your adoptive
spiritually. This early exposure to magic has made it easier parents and society, and may immediately select a Racial
for you to work similar magic on your own. Pick one spell Trait from your adoptive parents’ race.
when you choose this trait—from this point on, whenever 2 Bully: You grew up in an environment where the meek
you cast that spell, its effects manifest at +1 caster level. were ignored and you often had to resort to threats
5 Hedge Magician: You apprenticed for a time to a or violence to be heard. You gain a +1 trait bonus on
craftsman who often built magic items, and he taught Intimidate checks, and Intimidate is always a class skill
you many handy shortcuts and cost-saving techniques. for you.
Whenever you craft a magic item, you reduce the cost of 3 Canter: You grew up among thieves and scoundrels, and
gp and XP required to make the item by 5%. their unusual speech patterns and turns of phrase don’t
6 Magical Knack: You were raised, either wholly or in part, by phase you in the slightest today as a result. Anyone who
a magical creature, either after it found you abandoned in attempts to use Bluff to deliver a secret message to you
the woods or because your parents often left you in the care gains a +5 bonus on his Bluff check. When you attempt to
of a magical minion. This constant exposure to magic has intercept a secret message using Sense Motive, you gain a
made its mysteries easy for you to understand, even when +5 trait bonus on the attempt.
you turn your mind to other devotions and tasks. Pick a 4 Charming: Blessed with good looks, you’ve come to
class when you gain this trait—your caster level in that class depend on the fact that others find you attractive. You
gains a +2 trait bonus as long as this bonus doesn’t increase gain a +1 trait bonus when you use Bluff or Diplomacy
your caster level higher than your current Hit Dice. on a character that is (or could be) sexually attracted to
7 Magical Lineage: One of your parents was a gifted you, and a +1 trait bonus to the save DC of any language-
spellcaster who not only used metamagic often, but dependent spell you cast on such characters or creatures.
developed many magical items and perhaps even a new 5 Child of the Streets: You grew up on the streets of a large
spell or two—and you have inherited a fragment of this city, and as a result you have developed a knack of knowing
greatness. Pick one spell when you choose this trait. where to go and who to talk to when you’re looking for
When you apply metamagic feats to this spell, treat its some information. You gain a +1 trait bonus on Gather
actual level as 1 lower for determining the spell’s final Information checks, and Gather Information is always a
adjusted level. class skill for you.
8 Magical Talent: Either from inborn talent, whimsy of 6 Fast-Talker: You had a knack at getting yourself into
the gods, or obsessive study of strange tomes, you have trouble as a child, and as a result developed a silver tongue
mastered the use of a cantrip. Choose a 0-level spell. You at an early age. You gain a +1 trait bonus on Bluff checks,
may cast that spell once per day as a spell-like ability. This and Bluff is always a class skill for you.
spell-like ability is cast at your highest caster level gained; 7 Natural-Born Leader: You’ve always found yourself
if you have no caster level, it functions at CL 1st. The spell- in positions where others look up to you as a leader,
like ability’s Save DC is Charisma-based. and you can distinctly remember an event from your
9 Mathematical Prodigy: Mathematics has always come early childhood where you led several other children to
easily for you, and you have always been able to “see the accomplish a goal that each of you individually could not.
math” in the physical and magical world. You gain a +1 All cohorts, followers, or summoned creatures under your
bonus on Knowledge (arcana) and Knowledge (architecture leadership gain a +1 morale bonus on Will saves to avoid
and engineering) checks, and one of these skills (your mind-affecting effects. If you ever take the Leadership
choice) is always a class skill for you. feat, you gain a +1 trait bonus to your Leadership score.
13
COMPANION
8 Poverty-Stricken: Your childhood was tough, and your You’ll notice right away that Campaign Traits assume
parents had to make every copper piece count. Hunger was a lot more about your character’s back story than Basic
your constant companion, and you often had to live off the Traits do, and that those assumptions are mostly about
land or sleep in the wild. You gain a +1 bonus to Survival very recent events in your history rather than formative
checks, and Survival is always a class skill for you. childhood events. You have a certain amount of leeway in
9 Rich Parents: You were born into a rich family, perhaps adjusting or changing a Campaign Trait’s expected back
even the nobility, and even though you turned to a life of story once you’ve selected which Trait is right for you, but
adventure anyway, you enjoyed a one-time benefit to your make sure to get your GM’s approval before you run with
initial finances and your starting cash increases to 900 gp. a modified back story.
10 Suspicious: You discovered at an early age that someone All of the following traits revolve around one of two
you trusted, perhaps an older sibling or a parent, had current events in the city of Riddleport. The first is the
lied to you, and often, about something you had taken manifestation of the Blot, a strange and ominous shadow
for granted, leaving you quick to question the claims of in the sky that looks like nothing so much as a cloud of
others. You gain a +1 trait bonus on Sense Motive checks, darkness. The Blot captured the interest of Riddleport’s
and Sense Motive is always a class skill for you. citizens when it first manifested, but that was months
ago—now, after the strange cloud hasn’t done anything
Second Darkness particularly dramatic for so long, most folk have grown
Campaign Traits accustomed to it. Most—but not all; some, such as the
Campaign Traits are tailored Order of Cyphers, remain concerned by the strange
to a specific Adventure Path cloud, and worry that it may be the harbinger of
and give your character a built- something worse.
in reason to begin the first The other event is a gambling tournament
adventure in the new campaign. called “Cheat the Devil and Take His Gold.”
Some Campaign Traits also grant Held at the recently reopened Gold Goblin
teamwork benefits if you choose Gambling Hall, talk of the tourney has spread
to begin a campaign with your throughout the town of Riddleport and has
character having a pre- even reached some taverns in cities as far
existing relationship with as Magnimar or even Korvosa. Excitement
another PC. for the tournament has been building for
a month, and now that the day is finally here,
people from all over are flocking to take part. The
somewhat restrictive entrance fee ironically makes
it not possible for many of Riddleport’s own citizens to
attend, but in the case of each PC who takes a Second
Darkness Campaign Trait, that 1 gp entrance fee has been
paid, either by an interested party or by yourself (this
expense does not come from your starting cash).
1 Fools for Friends: You don’t think of yourself as a gambler.
In fact, you rather detest the whole thing. Unfortunately,
one or more of your friends (pick one or more of the other
players’ characters) doesn’t think so, and you’ve recently
learned that friend—or friends—have decided to go to
the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as
well, since if no one’s there to watch out for them, they’ll
lose all their money and respect. Again. Sometimes it’s
hard being the responsible one. Your devotion to your
friendships (even when said friends seem, at times, to
be trying to test that devotion) is a point of pride to you.
Whenever you take the Aid Another action to help an ally,
or whenever an ally aids you in this manner, a successful
check grants an additional +1 trait bonus to the check for
which aid was being rendered. Additionally, as long as one
14
Second Darkness: Player’s Guide
of your friends is within 30 feet, you gain a +1 trait bonus from local moneylender Lymas Smeed), you know that’ll
on all saving throws against charm and compulsion change soon enough. Better to start amassing money now
effects. when you’re at one of those rare windfall times! You’ve set
2 Into Enemy Territory: The shadow in the sky is visible aside a gold coin for the entrance fee, and look forward to
from all around Riddleport, not just in town. It’s certainly making it big—you can feel it in your bones! This time’s
come to the attention of several druids, rangers, and other gonna be the big one! Your boundless optimism, even in
rural folk who dwell in the nearby mountains, forests, the face of crushing situations, has always bolstered your
and swamps—among them, yourself. You’ve consulted spirit. Effects that grant you morale bonuses persist 1d4
with several seers and Harrowers, and may even have rounds longer than they normally would as a result.
performed some simple auguries yourself, and all the 5 Researching the Blot: You may or may not be seeking
signs point the same way—something or someone in membership into Riddleport’s most prestigious magical
Riddleport is connected to the blot, and it means bad guild, the Order of Cyphers, but you certainly have heard
news for the region. You’ve avoided the sleazy, dirty town their call for aid in determining the nature of the strange
for most of your life, traveling there only when absolutely shadow in the sky above Riddleport. You arrived in town
necessary, and although you don’t relish the prospect of several days ago and had some issues with security and
going there now, you see little other choice (especially if safety at several inns before you finally settled on the Gold
one of your superiors is ordering you to go investigate). Goblin; you’ve been staying there as a guest for several
Fortunately, an eccentric friend of yours (pick another PC) days now, and the owner, Saul Vancaskerkin, seems like a
is in town, and you’ve heard this friend will be taking part nice guy. He’s even given you a pass to attend the gambling
in some gambling thing at a place called the Gold Goblin. tournament he’s about to throw—you’re not sure how into
Your friend’s always had better luck interacting with the gambling you’ll be, but perhaps there’ll be some visitors
cityfolk, so you’ve decided to accompany your friend to from out of town you can talk to about the strange shadow
this gambling tournament and plan on letting him find a in the sky. At the very least, you’re hoping someone at the
safe place for you to stay while you’re in town. Your long tourney will be into magic—there’s not really enough
life of self-sustenance has toughened you and made you folk in this town who seem all that interested in magic,
more resistant to hardship, in any event—pick one of the you’ve found. Your interest in magic dates back quite far,
three categories of saving throw. You gain a +1 trait bonus and as a result, you’ve developed a knack for identifying
on all saving throws of that type. common magical items at a glance. You can use Spellcraft
3 Looking for Work: Although out of work, you aren’t to identify magic items in the same way you can use
particularly keen on the prospect of gambling away your Spellcraft to identify a potion. The DC to identify a magic
last remaining coins simply for a chance at riches. That item is equal to 20 + the item’s caster level.
said, if the Gold Goblin’s fortunes reverse after this big 6 Scouting for Fiends: You belong to an organization
gambling tournament, you’re relatively certain its owner, (most likely a religion) that has definite views on the
Saul Vancaskerkin, will be needing to hire on some new menace posed by the lower planes. The willfulness with
staff members. You’ve secured payment for the tournament, which the city of Korvosa (they even allow a temple
and intend on attending mostly to check the place out, to of Asmodeus to operate in broad daylight!) tolerates
decide if it’s a place you’d want to work at (as a bouncer, infernal influences is, to you and your organization,
bartender, croupier, server, entertainer, spotter, or cook), the greatest symbol of what’s wrong with civilization
and hopefully get a chance to catch Saul’s eye and make an today. And now, in Riddleport, there’s news that a
impression. You’ve long worked at honing your skills, and gambling tournament is using devils and Hell as an idle
are quite accomplished and certain that you have something decoration. It’s likely that this is just an example of poor
to offer. Pick one of the following skills: Bluff, Craft (any), taste, but there’s a chance that something sinister may
Diplomacy, Intimidate, Perform (any), Profession (gambler), be lurking beneath the goings-on at the Gold Goblin.
or Spot. You gain a +1 trait bonus in that skill, and that skill You have been contacted by your organization (or may
is always considered a class skill for you. have decided on your own) to travel to Riddleport (if
4 Optimistic Gambler: You’ve always seemed to have trouble you don’t already live there) and attend this tournament
keeping money. Worse, you always seem to have debts under the guise of a patron. Keep an eye on things there,
looming over your head. When you heard about the “Cheat even after the tournament is over; if you can, get a job
the Devil and Take His Gold” gambling tournament, working for the owner. Demons and devils can be subtle,
you felt in your gut that your luck was about to change. and it could take weeks or even months to find proof
You’ve always been optimistic, in fact, and even though of their involvement. Your near-obsessive hatred of all
right now is one of those rare times where you don’t things fiendish grants you a +1 trait bonus on all attack
owe anyone any money (you just paid off a recent loan rolls made against foes you know to be evil outsiders.
15
COMPANION
Welcome to Riddleport
The third largest city in all Varisia, Riddleport is also the Riddleport
most notorious. Once a secret pirate haven, Riddleport has Large City nonstandard (titular overlord with multiple crimelords);
grown over the last three centuries into a port city in its AL CN
own right. At first it served as a den of piracy, but over time GP Limit 40,000 gp; Assets 26,600,000 gp
the city has expanded into a true settlement, the frontier’s Demographics
frontier, the northernmost outpost on the lonely strip Population 13,300
known as the Lost Coast. Yet while Riddleport has grown Type mixed (77% human, 7% dwarf, 5% half-elf, 4% half-orc, 3%
into a proper city, it remains true to its roots—you can get tiefling, 2% halfling, 1% gnome, 1% other)
rich quick in Riddleport if you’ve got skill and a bit of luck. Authority Figure
Yet, for every Riddleport success story, there are a dozen Gaston Cromarcky, NE male human fighter 7/expert 5 (Overlord of
nameless bodies buried in potters’ fields or tossed to the Riddleport)
hungry denizens of the sea.
What follows is an overview of Riddleport, the starting Riddleport at a Glance
city of the Second Darkness Adventure Path. Everything Most of Riddleport’s buildings are composed of wood—
here in is open to players and would be known by logs or planks—with multiple floors and steep, high-
characters who live or who have spent any considerable peaked roofs of wooden shingles. They are built in
amount of time in Varisia’s City of Cyphers. close quarters, and in some cases their wooden upper
16
Welcome to Riddleport
17
COMPANION
Symbol of the
Riddleport
Gendarmes
Flag of
Riddleport
18
Welcome to Riddleport
19
COMPANION
Gas Forges: This immense building, said to be built Arnando Rolf: Arnando is the high priest of the local
over a large deposit of rare natural gas, is owned and temple of Cayden Cailean, a bear of a man who is rarely
staffed by dwarves. The forges within are the only ones seen without a notched sword swinging at his hip.
in all Varisia that burn hot enough to smelt and forge Avery Slyeg: The owner of a pricey inn called the River
certain rare metals like adamantine. Runner, Avery Slyeg’s true interests lie in smuggling and
Gold Goblin Gambling Hall: Once a high profile venue other black-market operations; it’s said he has agents in
and shining diamond of the bustling Wharf District, this two dozen cities throughout the Inner Sea region.
run-down gambling hall has been recently rebuilt and is Boss Croat: Known for keeping entirely half-orc
the site for the upcoming “Cheat the Devil and Take His minions, Boss Croat has his hand in much of Riddleport’s
Gold” gambling tournament. drug trade and other contraband.
House of the Silken Veil: This octagonal pyramid is Clegg Zincher: One of Riddleport’s more notorious
the city’s temple of Calistria in addition to being a high- crimelords, Clegg runs the quite profitable Zincher’s Arena,
class brothel. Temple prostitutes work the streets and a place where anyone can pay to see desperate men fight
squares of Leeward and send criers and samples down to monsters (or, more commonly, each other).
Wharf District to bring in the “pigeons.” Elias Tammerhawk: Elias is the leader of the Order of
Maskyr’s Island: Named for Cabriem Maskyr, the pirate Cyphers, an accomplished wizard who has been elected
captain who became the first overlord of Riddleport, as speaker of the order for two consecutive eight-year
this islet in the center of the Velashu River holds terms. Many whisper that Elias has his eye set on
the current overlord’s citadel and estate as well the position of overlord, and Riddleport’s other
as many of the city’s various administration crimelords worry about the nature of the changes
buildings. Several docks provide access to to their beloved city should this event occur.
the island, but all are heavily guarded by Gebediah Krix: Gebediah, rumor holds,
gendarmes. Overlord Cromarcky does consorts with fiends from the Outer Rifts.
not accept visitors lightly. He runs the Riddleport Light, and does so
Publican House: A sign bearing responsibly enough that the overlord has
the symbol of a dented ale mug left well enough alone. Visitors are not
hangs above the door, and written welcome here.
discreetly beneath it in gold letters Grimas Oltedler: Grimas runs the
are the words “Publican House.” Velashu Ferry, the only safe mode of
This raucous place is actually a public transport over the river. He works
temple to Cayden Cailean, god steadily through the evening and night
of adventurers and drink, and but must be summoned from his bed by
is a favorite among the ships’ ringing the ferry bell if one is seeking
crews and travelers that passage before midday. Prices range
visit Riddleport for its fair from 2 to 6 copper per traveller,
prices and wide selection. depending on the length of the
Cyphermages are not journey up or downriver.
welcome here. Hyram Crooge: Hyram is a
reclusive man who dwells just out-
People of side of town on a ledge overlooking the
Riddleport Boneyard. He maintains a constant bon-
Over ten thousand souls fire for the burning of some trash and
call Riddleport their home, dumps the rest over the cliff edge into
but very few of them actually the marsh below.
have any real positions of Lymas Smeed: This surly man is
power. Some of the city’s one of Riddleport’s more notorious
more notorious folk are moneylenders. Lymas Smeed (if the
detailed below. streetside chatter is to be believed)
Anton Mescher: Overlord feeds parts of those who fail to pay
Cromarcky’s right-hand him back on time to his always-
man, Anton oversees the ravenous pet baboon.
city’s fortress-prison and Ruben Carfay: A retired sea
leads the gendarmes.
Riddleport captain, Ruben is the leader of
Gendarme
20
Welcome to Riddleport
Symbol of the
Gas Forges an open-air temple dedicated to the
Pirate Queen Besmara.
Poisons of the City of Cyphers
As might be expected in a city founded by pirates and ruled
Saul Vancaskerkin: Just recently, by criminals, Riddleport’s poison trade is brisk and hearty.
Saul recovered his footing in Riddle- It’s possible to find bargain prices on viper venom and
port after several years of destitution arsenic on most city street corners, but as often as not, the
due to some sort of run-in with the other wares of streetside poison merchants is diluted and hardly
crimelords of the city. He’s recently pur- worth the money saved. Those who seek poison would do
chased and rebuilt the Gold Goblin Gam- much better to visit one of the city’s many skilled and well-
bling Hall. supplied alchemists.
Shorafa Pamodae: An alluring but danger- In addition to all of the standard poisons listed in the
ous tiefling high priestess of the temple of DMG, the following local poisons are quite popular among
Calistria, Shorafa is also one of the city’s minor many of Riddleport’s criminals.
crimelords and rules the hospitality industry,
from pimps to liquor sales. Riddleport Tea
A mixture of dream spider venom and crushed flayleaf berries,
A Primer on Riddleport Slang this deep violet liquid carries with it a potent bitter flavor. Yet
Many of Riddleport’s citizens have their own when mixed with spiderberry tea, the poison’s unpleasant
slang and jargon that they use in mixed company to taste and aroma becomes negligible. The poison does not
hold conversations in front of others while not revealing inflict lasting damage, but those who drink it are immediately
what they’re actually talking about. Of course, in a city of beset upon by powerful hallucinations that drive them into a
thieves, the Thieves’ Cant loses much of its use, and over frothing, unpredictible frenzy of violence and babbling. This
the years, the Cant has devolved into a wide collection of period is swiftly followed by deep fatigue. Since Riddleport
regional slang words that most folk pepper liberally (and tea does no lasting damage, some among the church of
without thinking) into everyday speech. Listed below are Cayden Cailean have even taken to taking the stuff voluntarily.
several of the more common bits of Riddleport Slang. The church frowns upon this use, though, since those who
Abbess: A priestess or whore of Calistria expose themselves to this poison are almost as likely to fly
Bridge Monkey: Someone from Magnimar into a murderous rage as they are to experience anything
Capp: A trusted lieutenant or henchman approaching a legitimate vision from the gods.
Cattle: A group of Varisians Riddleport Tea: Ingested DC 15; Initial Damage confusion
Cow: A Varisian (as per the spell of the same name); Secondary Damage
Church Work: Any lengthy job that is slow to finish or fatigue; Price 500 gp.
is otherwise drudgery
Dog Biter: A large rat, small child, or halfling Indigo Dreams
Earth Bath: An unmarked grave Favored by prostitutes who supplement their earnings by the
Easy Lad: A male prostitute dangerous practice of robbing their customers, a dose of indigo
Fancyboy/Fancygirl: A cyphermage (sometimes an elf ) dreams incapacitates a person by inducing a pleasant lassitude
Gendarme: A city guard and mental fog. A dose of indigo dreams turns its victim’s eyes
Grog-Blossom: A facial pimple, or an unsavory person purple for the duration of its effect.
Hushman: A hired killer, generally one kept on semi- Indigo Dreams: Ingested DC 13; Initial Damage 1d6
permanent retainer Wisdom; Secondary Damage 2d6 Wisdom; Price 150 gp.
Kiss: To stab someone—“Kissed the snickersnak” is a
phrase used to mean “Got murdered”
Laced Mutton: A prostitute (gender neutral)
Leaky: Someone who can’t keep a secret (“Don’t tell Quickwife: A female prostitute
him about the heist—he’s leaky!”) Rathole: The mouth (especially a mouth that belongs
Lumber: A passenger on a ship (typically an unwanted to someone who is saying unwelcome things)
or unwelcome passenger) Rotgut: Liquor (particularly foul-tasting liquor)
Pigeon: A person targeted by a criminal to be the victim Sideshow: A tiefling
of a crime, or a person that visits a prostitute Snickersnak: A small knife that can be easily hidden
Pigmeat: A dead body, or someone who is about to on a person’s body
become dead Soaker: A priest of Cayden Cailean
Pump-Sucker: A dwarf (particularly one who works at Soggy Plum: A drunk
the Gas Forges) Whisker: A wererat
21
Prestige Class:
COMBAT
often operate in the shadows of society as a result, lest
Liberator they become prisoners themselves. Rarely, city officials
view liberators as expensive but effective mercenaries who
Liberators fight to free the wrongfully imprisoned—be bring results the average guardsman cannot. Liberators
they slaves, political prisoners, or princesses locked in often find work in such cities, and in return gain cautious
towers. They rely on physical strength—but also quick but respectful accolades for their deeds.
wits—to overcome oppressors. Since charging blindly
into battle could result in a prisoner’s death, liberators Requirements
plan their rescues carefully. To qualify to become a liberator, a character must fulfill
Liberators despise slavers above all others, particularly all the following criteria.
races well known for these practices, such as the gnolls. Alignment: Any nonlawful.
While some liberators operate solely in cities, most dwell Base Attack Bonus: +5.
in or near territories held by known slaver organizations Skills: Escape Artist 6 ranks, Open Lock 6 ranks.
or groups. Liberators typically strike under the cover of Feats: Improved Sunder, Power Attack, Stealthy.
darkness, and they usually seek to smuggle slaves to safety
without alerting any guards. As a result, liberators develop Class Features
many abilities related to navigating darkness and stealth. The following are class features of the liberator.
In large cities, the law typically views the actions of To the Rescue (Su): The sight of a liberator staging
liberators as dangerous, since they often show no respect a daring rescue proves inspirational to his allies. As a
for traditional investigative procedures. These feelings of standard action, the liberator can shout an encouraging
distrust and disdain are shared by most liberators, who tend phrase or raise a rallying cry to bring hope to those
to see the law as a lumbering, ineffective giant. Liberators awaiting rescue. All allies within 30 feet of the liberator
gain a +1 morale bonus on attack rolls, a +4 morale bonus
on Escape Artist checks, and a +4 morale bonus on
saving throws made against fear effects. These bonuses
persist for a number of rounds equal to 3 + the liberator’s
Charisma modifier (minimum 1 round).
Poison Resistance (Ex): Slavers often make liberal use
of poison and drugs to keep their captives lethargic and
under control. A liberator purposefully exposes himself
to a variety of venoms in order to build up a resistance
to such toxins, should he ever fall victim to those he
opposes. He gains a +2 bonus on saving throws made
against poisons. This bonus increases to +4 at 7th level.
Lockbreaker (Ex): Starting at 2nd level, a liberator
receives a competence bonus equal to half his class level
on all Open Lock checks. He also gains this bonus on all
Escape Artist checks made to escape bindings, shackles,
and other restraints.
Bonus Feat: At 3rd level, the liberator gains a bonus
feat. He must qualify for the feat, and it must be from
the following list: Blind-Fight, Iron Will, or Skill
Focus (any class skill).
Silent Sunder (Ex): At 3rd level, a liberator learns
methods of applying force and striking objects in such
a way as to minimize noise. He can choose to make no
more noise than people talking when making a sunder
attack action or attempting to break an object with a
Strength check.
Slaver’s Ruin (Ex): The sight of imprisonment and
slavery can drive a liberator into a righteous frenzy. A
liberator of at least 5th level can designate one creature
engaged in such acts as the target of his wrath. The
22
Combat
Skills (2 + Int bonus per level) Climb, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (dungeoneering), Knowledge
(local), Open Lock, Search, Sense Motive, Survival, Use Rope.
23
Divine Trappings:
FAITH
Divine Drunk: Although members of Cayden Cailean’s
Cayden Cailean faith are often stereotyped as brawling drunkards, the
majority prove quite level-headed. Not all are in that
The straight-talking, freedom-loving clergy of Cayden majority, though. Some take to drink with a religious
Cailean attracts many followers to the faith, especially zeal, claiming that their deity guides their stumbles
adventurers who often feel a strong draw toward the god’s and their loose words. Frequently, such drinkers receive
views on bravery and daring and regular pints of ale. alcohol-induced visions—or at least divinely suggested
Presented here are several suggestions, common abilities, misconceptions. Such inebriated clerics believe their god
and religion-specific magic items often employed by communicates with the worthy, the brave, the beautiful,
those who follow the occasionally reckless path of the the lucky, those whom he judges capable of completing
ascended god of bravery, freedom, and alcohol. a particular task, or sometimes just random people via
such alcoholic hazes. Occasionally, even the most resilient
Pious Adventurers clerics claim a single drink got them drunk, the result
Even though an adventurer might not be a cleric and never of which was a hallucination which started them on the
set foot in one of Cayden Cailean’s temple-taverns, many path of an important quest.
still raise silent prayers to his name before venturing into Liberator: Those who oppose oppression, seek an end
danger. Aside from priests of his faith, those of varying to slavery of all kinds, and wish to make the world a better
classes and professions worship Cayden Cailean. Many place for good, simple people, feel particular kinship
fighters and other martially skilled characters favor with Cayden Cailean. Many heroes dedicate their lives to
the god’s dash-in, slay-the-monster, win-the-treasure uplifting the downtrodden, an occupation that often is as
approach to adventuring. Among spellcasters, especially depressing as it is dangerous. Faith in the god of freedom
sorcerers, the god’s on-the-fly resourcefulness is often helps bring a sense of nobility to such dark tasks and
emulated. More skillful sorts also favor the Drunken eases the heart afterward, though. Adventurers who were
Hero’s noble roguishness and swashbuckling flair, slaves themselves, who worked to free imprisoned loved
seeking to follow in his footsteps to fame, glory, and ones in the past, or who escaped oppressive societies often
legendary rewards. worship Cayden Cailean openly. Many heroes embarking
Aside from various classes’ general outlooks on the on rescue missions bring a bottle or cask of brandy with
god, players who seek to create characters in the service them to offer to the newly rescued as tribute to the god
of the Drunken Hero might consider any one of the of freedom. Cayden Cailean’s straightforward doctrine
following character paths common to the draws all manner of followers to his cause.
god’s faithful.
The Cult of Cayden: Although not an Divine Magic Items
actual cult or acknowledged faction As followers of a deity who was once a renowned
within the Drunken Hero’s church, adventure seeker, Cayden Cailean’s clergy has a
many adventurous worshipers seek to reputation for coveting and creating magical items,
model their lives after Cayden Cailean’s especially when such magic can be combined with their
experience as a mortal. It turned out preferance for unique and delicious libations. Temples
pretty good for him, so why not for of Cayden Cailean often create and stock several useful
them, the thinking follows. As the deity’s magic items meant to aid worshipers and those friendly
life as a mortal is well documented—and to the Drunken Hero’s church. Aside from the typical
embellished—many see a certain nobility in healing magics, such collections usually contain a
selling their swords or other skills in the number of simple magical items that enhance their
pursuit of noble causes. This path proves users’ appearance, increase their resilience or luck,
particularly popular in Absalom and or prove especially versatile. As such, bags of tricks,
among those from the City at the Center cloaks of resilience and cloaks of Charisma, gloves of
of the World, as the god lived many of storing, necklaces of adaptation, eyes of charming, and
his mortal years there. The question even the rare luckblade sometimes appear among
of how their deity would have acted in the reliquaries of the god’s temples and wielded
their position lingers at the forefront by the most pious, deserving, or downright lucky
of these often multi-classed fighter/ of his faith.
clerics’ minds, and they’re ever eager In addition, worshipers of Cayden Cailean
to visit the same sites or perform have created a number of magical items
similar tasks as their deity. unique to their faith.
24
FAITH
25
Spells Of The
MAGIC
uninitiated throughout Golarion. Some particularly op-
Cyphermages portunistic cyphermages even go so far as to use the secrets
of their order’s magic as bargaining chips when dealing
Rarely seen far from the City of Cyphers, Riddleport’s with other spellcasters who might hold the keys to unrav-
mysterious and misunderstood cyphermages dedicate eling ancient mysteries. Also, as many cyphermages never
their careers to unlocking the ancient secrets of Varisia’s return from their explorations, it’s not uncommon for ad-
famed monuments. The trappings of ancient cultures venturers in Varisia to stumble upon a lost cyphermage’s
fascinate these mages, from obscure runes and abandoned body along with his scrolls and spellbooks. Deciphering a
languages to the spells and relics of cultures long forgotten. cyphermage’s secrets from the works he carried with him
From their headquarters in Riddleport, members of the might be another matter entirely, though.
Order of Cyphers venture wherever they must to unravel
the secrets over which they obsess, traveling from the feet Codespeak
of gargantuan monoliths to the ruins of ancient dungeons, School transmutation; Level bard 2, sorcerer/wizard 2
from the lecture halls of their organization to libraries half Casting
a world away. Casting Time 1 standard action
Because cyphermages immerse Components V, S, M
themselves in the lore and nu- Effect
ance of the ancients, they high- Range close (25 ft. + 5 ft./2 levels)
ly value precision and com- Target you plus one willing creature per two levels, no two of
plexity, going so far as to which can be more than 30 ft. apart
develop spells dedicated to Duration 10 min./level (D)
uncovering new information Saving Throw no; Spell Resistance no
and protecting the discover- Description
ies they’ve uncovered. Upon casting this spell, all recipients gain the ability
Although the four to speak a new language. This language sounds like
spells presented here random, babbling syllables to anyone not under the
originally evolved in the influence of the spell, but the targets understand each
libraries and lecture halls other perfectly.
of Riddleport’s Order of Anyone using codespeak can read and write in this new
Cyphers and are primar- language as well. Once the spell expires, however, any
ily used by cypherma- coded writing suddenly appears as gibberish. If the same
ges, their use has individuals become the targets of a codespeak spell
spread to many of the again, cast by the same caster, they can once again
read any coded writings.
Comprehend languages does not enable a caster
to understand the language of another’s codespeak
spell, but it does reveal that the targets are
speaking a magical language. Tongues translates
codespeak normally.
Material Component A complex rune inscribed
on a slip of paper that is then placed under
your tongue.
Hidden Knowledge
School transmutation; Level
sorcerer/wizard 2
Casting
Casting Time 1 round
Components V, S, M (a drop of ink)
Effect
Range personal
Target you
Duration 1 day/level
26
MAGIC
Description
This subtle but useful spell allows the caster to safeguard
What is A Cyphermage?
Students of the lingering lore of Varisia’s ancient past,
important knowledge—even from himself. While casting
cyphermages seek to understand the magic inherent in the
this spell, you recite one piece of knowledge you possess (up
land’s ancient monuments and reveal the mysteries carved
to a maximum of 50 words). Upon completion of the spell’s
into centuries-old stone. These students of the past vary in
casting, you transfer the knowledge from your mind to your
arcane skill and interest, with bards, sorcerers, wizards, and
skin in the form of an intricate, runic tattoo placed anywhere
clerics of Irori and Nethys making up the majority of their
you choose on your body. The knowledge disappears utterly
ranks, though even ingenious non-spellcasting scholars
from your mind, and you might not realize you forgot
are welcomed to join. Intrigued by all things Varisian, these
something. The magic of the spell patches over gaps in your
researchers often adopt the mysterious tattoos some of the
memory with recollections from the past. Until the spell’s
land’s native wanderers possess, seeking to find greater
duration ends, the knowledge is lost to you.
understanding of and intimacy with the mysteries they
Many cyphermages commission nonmagical tattoos to
explore (see the Pathfinder Campaign Setting for more details
disguise the effects of this spell. A detect magic spell or a
on Varisian Tattoos). Aside from imitating the traditions of
Decipher Script check (DC 15 + your Int modifier) reveals an
Varisia’s natives, cyphermages have learned much in their
enchanted tattoo but not its contents. The effects of hidden
investigations and widely share many of their most inspired
knowledge can be dispelled normally, in which case the
discoveries. The Order of Cyphers keeps its greatest secrets
knowledge is completely lost.
for its most esteemed members, however.
Impede Speech
School necromancy; Level bard 2, sorcerer/wizard 3
Cypher Script
Through researching endless ancient arcane script, you have
Casting
discovered a more efficient method to record spells.
Casting Time 1 standard action
Prerequisite: Int 12, Decipher Script 4 ranks.
Components V, S
Benefit: Any spell you scribe in your spellbook costs half
Effect
as much and takes up only half the room it normally would.
Range touch
In addition, it only takes you 12 hours to add a new spell to
Target creature touched
your spellbook.
Duration 10 min./level
Saving Throw Will negates; Spell Resistance yes
Description
Cypher Magic
Your intimacy with runes and the mysteries of ancient arcana
This minor curse interferes with the target’s ability to speak.
has taught you secrets to draw greater power from a variety
On a failed save, the target has difficulty stringing words
of arcane writings.
together. Only with great concentration can he communicate
Prerequisite: Int 14, Scribe Scroll.
intelligibly. Speaking in combat becomes a move-equivalent
Benefit: You cast spells from scrolls at +1 caster level higher
action rather than a free action. If the target attempts to
than the level of the scroll’s creator. This benefit extends to
cast a spell with a verbal component, he has a 50% chance
scrolls that you have created.
of making an error and losing the spell. Even if he can
In addition, you gain a +2 bonus on caster level checks made to
successfully cast a spell, doing so takes 1 round if the spell’s
activate a scroll with a higher caster level than your own.
normal casting time is less than 1 round. If the spell’s casting
time is usually 1 round or longer, its casting time doubles
(up until the end of impede speech). Impede speech cannot be
dispelled, but break enchantment, limited wish, miracle, remove
curse, or wish can end it prematurely. Description
Pattern recognition allows you to notice unusual breaks in the
Pattern Recognition patterns of stones in a wall, boards in a floor, cracks in glass,
School transmutation; Level sorcerer/wizard 1 trees in a forest, or similar interruptions. You gain an insight
Casting bonus equal to one-half your caster level (minimum +1,
Casting Time 1 standard action maximum +10) on Search checks.
Components V, S You gain the same bonus on Survival checks made to follow
Effect tracks. Pattern recognition does not grant you the Track feat, a
Range personal rogue’s trapfinding ability, or the ability to disable traps. You
Target you can use it in conjunction with those abilities if you possess
Duration 10 min./level them, though.
27
A Spelunker’s
SOCIAL
Mushroom Vest
Treasury Aura faint abjuration; CL 5th
Slot chest; Price 500 gp; Weight 3 lb.
Be it the tangled network of smuggler’s tunnels below Description
the streets or the innumerable cave systems in the nearby This spongy, mottled brown vest is several inches thick and
mountains, Riddleport adventurers are no strangers to the composed of woven strips of preserved fungus. The vest feels
fine art of cave exploration. In their case, superior exploration soft to the touch and springs back into shape no matter how
equipment proves quite handy. The combination of poor badly compressed. Its magic keeps the vest fresh and whole
visibility, treacherous footing, extreme temperatures, and despite constant wear and abuse.
enclosed spaces can turn a challenging situation into a A mushroom vest protects you from impact trauma. When
deadly one. For explorers bereft of strong combat abilities wearing the vest, you treat any fall as if it were 20 feet less
or spells on which to fall back, any kind of edge can mean when calculating damage.
the difference between life and death. The following magic Construction
items can provide the needed edge to adventurers traveling Requirements Craft Wondrous Item, feather fall; Cost 250 gp,
underground, particularly those who rely on their 20 XP
skills to survive.
Portable Stalactite
Caver’s Hammock Aura faint transmutation; CL 3rd
Aura faint illusion and transmutation; CL 5th Slot —; Price 800 gp; Weight 1 lb.
Slot —; Price 1,200 gp; Weight 1 lb. Description
Description This miniature stone stalactite measures 4 to 5 inches
This soft, billowy hammock weighs next long. As a standard action, you can toss a portable
to nothing and folds up small enough stalactite up to any solid surface no more than
to fit into a pocket. Its magic renders 20 feet above, whereupon the portable stalactite
the hammock both lightweight and automatically affixes to the ceiling. If no
incredibly strong, able to support up suitable ceiling exists, the portable stalactite
to 500 pounds. With a command word, falls at your feet.
the hammock affixes to any relatively Once affixed, the portable stalactite remains
flat, overhead surface or any two in place until you call it back to your hand
sturdy surfaces up to 10 feet apart. (a standard action) or until a living creature
The hammock refuses to adhere (except you) walks under it, at which point it
to surfaces not strong enough to drops from the ceiling and makes a +10
support the hammock at attack roll aainst the target. If it hits, it deals
full capacity. 1d6+1 points of damage.
Once affixed, a caver’s You can affix as many portable stalactites
hammock takes on a dark as you like to an area’s ceiling, but you
gray, pebbly appearance like must leave at least 5 feet of space between
that of a typical cavern wall. each. A portable stalactite can be detected
Anyone attempting to spot the and disarmed as if it were a trap—it’s a
hammock in an underground DC 20 Search check to discover, and a DC 15
or naturally rocky setting must Disarm Device check to safely detach one.
make a DC 30 Spot check. Construction
Creatures with darkvision gain Requirements Craft Wondrous Item, magic stone; Cost
no special bonus to notice a 400 gp, 32 XP
caver’s hammock, but creatures
with blindsense or scent have Ring of the Stone Sibling
no additional difficulty in Aura moderate conjuration; CL 9th
noticing an occupant of a caver’s Slot ring; Price 7,400 gp; Weight —
hammock. Description
Construction This gray ring looks like stone, but the material
Requirements Craft Wondrous Item, is soft and flexible. Once per day, as a standard
silent image, spider climb; Cost 600 action, you can touch a stone wall with your
gp, 48 XP hand to create a stone duplicate of yourself.
28
social
Immediately upon activating the ring of the stone sibling, growths appear bright blue, green, yellow, and purple. The
your double steps out of the wall. It appears to be a stone weapon’s blade is a dull gray that does not reflect light.
statue carved in an exact likeness of you. The stone double The sporeblade is a +2 keen short sword. On a successful
stands 10 feet away from you and mimics your movements, critical hit, the sporeblade deals its normal critical damage and
as if reflected in a mirror. As a move-equivalent action, you also creates a puff of mottled spores. The victim of the critical
can mentally command the stone sibling to move to a new hit must make a DC 20 Fortitude save. On a failed save, the
location, but it must remain within 30 feet of you at all times. victim takes 1d4 points of Constitution damage and becomes
The stone sibling has hardness 8 and 50 hit points. It can fatigued for 1 hour as the spores take root in his flesh and
take no actions other than to aid you, which it does every grow with unsettling speed into thick, fibrous tendrils. The
round on your turn. The stone sibling makes a +5 aid another special critical hit ability of the sporeblade functions no more
check each round, either to aid your attack rolls or your than once per round.
Armor Class, as you command. It continues to render the Construction
same aid indefinitely until you command it otherwise (which Requirements Craft Magic Arms and Armor, contagion; Cost
requires a move action). 14,065 gp, 1,100 XP
The stone sibling lasts for 10 minutes, until it is destroyed, or
until you dismiss it (a standard action), whichever comes first. Spelunker’s Mail
Construction Aura faint conjuration and moderate transmutation; CL 10th
Requirements Forge Ring, mirror image, stone shape; Cost 3,700 Slot armor; Price 10,000 gp; Weight 10 lb.
gp, 296 XP Description
Spelunker’s mail allows a creature to more easily navigate narrow
Salt Lamp underground tunnels by granting the wearer the option of
Aura faint conjuration; CL 5th reducing his size when a passageway grows too narrow.
Slot —; Price 350 gp; Weight 2 lb. Spelunker’s mail is a +1 slick chain shirt and has a dark,
Description lustrous sheen to its blue-black links. Ten times per day, by
A salt lamp appears as nothing more than a fist-sized chunk speaking a command word, you can activate the armor’s
of pink, white, or green quartz-like rock. In reality, the “rock” power to reduce your size. Your size category decreases by
is compressed salt mined from areas infused with strange one step and you gain the relevant bonuses and penalties of
magical radiations. When you speak the command word, the your new size. Your abilities and speed remain unchanged,
salt lamp lights up with a glow equivalent to a torch. The salt and all equipment you wear or carry reduces appropriately
lamp becomes warm, though never uncomfortably hot, to the in size. This transformation lasts for up to a minute, and you
touch. The salt lamp glows for 1d4+1 hours before its light fades can dismiss its effects as a free action.
out and it becomes ordinary salt. Construction
At any time while the salt lamp glows, you can hurl it at the Requirements Craft Magic Arms & Armor, grease, reduce person;
floor, causing it to explode into a cloud of glimmering salt Cost 4,875 gp, 390 XP
crystals that form a 10-foot radius cloud. The cloud continues
to shed light as a torch, as well as visibly outlining invisible Trackless Boots
objects within the cloud. Shining salt particles cover anyone Aura faint transmutation; CL 9th
within the area and adhere and glow for the remainder of Slot feet; Price 3,500 gp; Weight 2 lb.
the lamp’s duration. The salt particles cannot be removed by Description
normal means, but they can be dispelled. Any creature within Leaving marks of your passage can alert predators that a
the cloud, or covered with the salt particles, takes a –40 penalty newcomer has entered their territory. Trackless boots help
on Hide checks. prevent you from making too much noise as you creep along,
Construction and they also mask traces of your passage through underground
Requirements Craft Wondrous Item, glitterdust, light; Cost 175 caverns to prevent your enemies from finding you. These boots
gp, 14 XP are particularly valued by smugglers who work in patrolled areas.
Trackless boots are soft, well-worn leather boots with thin
Sporeblade soles. The softness of the boots’ soles add a +4 competence
Aura moderate necromancy; CL 13th bonus on Move Silently checks. In addition, the boots conceal
Slot weapon; Price 27,815 gp; Weight 1 lb. your passage much like the pass without trace spell—you leave
Description no trail underground and cannot be tracked.
Bulbous fungal growths sprout from this short sword’s blade, Construction
particularly around the hilt. The fungal growths constantly Requirements Craft Wondrous Item, pass without trace; Cost
swell, wither, and sprout again in a continuous cycle. The 1,750 gp, 140 XP
29
Lavender Lil
PERSONA
anticipated. She woke with energy seeming to crackle
in her mind. The stories she told the other prostitutes
Like many of the city’s tieflings, Lil grew up an orphan in carried more weight than usual—sometimes enough
Riddleport. She earned her coin by telling stories on street to influence thought and behavior. Lil hid these
corners, where her fantastical tales garnered just enough developments, practicing in secret until she better
copper for a bite to eat. Although a gifted storyteller, Lil’s understood her power. When she felt she’d mastered her
exotic good looks drew more attention than her tales, and new abilities, she used them to distract her pimp and
soon a local pimp forced her into his flock. escape from his employ.
As she matured, Lil’s sultry purple eyes and her love A brief war ensued between Lil and her old master, who
for flowers earned her the nickname “Lavender.” Her sought to recapture and punish her as an example to the
talent for storytelling matured alongside her looks, and other workers. Yet Lil had planned her escape well, though,
rumors circulated that her grandfather was Varisian and and after several unsuccessful assaults, her former pimp
her grandmother was a devil-woman. While Lil had no finally found himself in the water with a particularly foul-
strenuous objections to working as a prostitute, she missed tempered bunyip. After watching the vile man be eaten by
the freedom of life on the streets. Her dreams never grew the creature, Lil was her own mistress once again.
grand enough to imagine life as a noble For the next few years, Lil continued to work as an
lady, a brave adventurer, or even a independent prostitute. Several other women of her
wife or mother. All Lil wanted was occupation used her as an inspiration and broke free of
the freedom to claim her own life their own shackles. Some tried to follow her, only to find
and to manage it, for ill or good. themselves gently but firmly rebuffed. Lil had no desire to
After 2 years working as a lead or to follow. She wished only to be left alone to conduct
prostitute, Lil realized she was her business. Her independence, her beauty, and her talent
changing in ways she’d never left her with no dearth of clients, and the level-headed way
in which she conducted business left her living in
comfort with a tidy sum hidden away for emergencies.
At the beginning of her independent career, Lil
purchased several love potions to ensure a core of
faithful clients. She soon abandoned that strategy,
though, when she found ensorcelled lovers too difficult
and time consuming to manage. She did, however, forge
a lasting relationship with Falk Zincher, the alchemist
who provided the potions. Lil used an array of poisons
and potions to ensure her security, and Falk acted as a
supplier and confidante.
Recently, one of Lil’s new clients, a mercenary named
Orik Vancaskerkin, fell under the charming tiefling’s
influence and grew madly infatuated with her. Desperate to
break through Lil’s businesslike reserve and into her heart,
Orik sought out an alchemist to brew him a love potion. As
luck had it, he found his way to Falk Zincher.
Falk quickly intuited the target of Orik’s affections from
the man’s lovesick ramblings, and he substituted some
cheap ale laced with lavender for a true love potion. Orik
returned to Lil’s boudoir and slipped the “potion” into her
drink. Lil noticed the scent of lavender in her cup and Orik’s
hungry stare, and deduced that Falk was somehow involved;
the alchemist often scented her purchases with lavender as
a subtle tribute to their friendship. She acted the part of an
infatuated paramour with Orik long enough to satisfy him,
then promised to meet him the next night and sent him on
his way. After a brief consultation with Falk, Lil decided to
play her lovestruck role long enough to make it worth her
while, and to punish Orik for trying such a trick.
30
Persona
For a week, Lil carried on her false romance with brings it out only to protect herself. Some who threaten Lil
Orik, and through subtle questions and bardic trickery, find their own secrets threatened in return, and cut all ties
she learned the location of Orik’s savings. While Lil with the prostitute rather than risk exposure.
entertained Orik in her bedroom, Falk broke into Orik’s
lodgings and robbed him blind. When Orik returned Lavender Lil CR 7
home and discovered the theft, he let out a yell loud Female tiefling bard 6
enough to wake the entire building. He rushed back to CN Medium outsider (native)
Lil’s but found her door locked and bearing a note from Init +2; Senses darkvision 60 ft., Listen +1, Spot +1
Lil ordering him to leave her alone. Defense
Unable to retaliate against Lil (despite her role in the AC 16, touch 13, flat-footed 14
treachery, he couldn’t bring himself to hurt her), Orik instead (+3 armor, +1 deflection, +2 Dex)
turned his rage on Falk. He confronted the alchemist, words hp 35 (6d6+12)
came to blows, and before he realized what had happened, Resist cold 5, electricity 5, fire 5
Falk lay dead on the floor of his own shop. Orik panicked, Fort +4, Ref +7, Will +6
knowing that Falk was the brother of a powerful local Offense
crimelord, Clegg Zincher, and he fled Riddleport without Speed 30 ft. (6 squares)
even taking the time to reclaim his money. Melee masterwork bladed scarf +7 (1d6–1/19–20) or
When news of Falk’s murder reached Clegg’s ears, the masterwork dagger +7 (1d4-1/19–20 plus poison)
elder Zincher flew into a rage. He turned all his resources Spells Known (CL 6th, +6 ranged touch)
to tracking down those responsible for the crime, and when 2nd (3/day)—detect thoughts (DC 14), invisibility, sound burst (DC 14)
he hit a dead end with Orik, he turned his anger against 1st (4/day)—animate rope, expeditious retreat, grease (DC 13), identify
Orik’s father, Saul Vancaskerkin, and against the woman 0 (3/day)—dancing lights, daze (DC 12), lullaby (DC 12), mending,
he felt was responsible for the whole situation—Lil. prestidigitation, resistance
After barely surviving an attack from a group of Clegg’s Spell-Like Abilities (CL 6th)
thugs, Lil realized how desperate her situation was and did 1/day—darkness
something she’d hoped she’d never have to do: she turned Special Attacks bardic music 6/day (countersong, fascinate, inspire
to another for protection. However, she sought asylum not courage +1, inspire competence, suggestion)
under a pimp, but within the walls of Riddleport’s church Tactics
of Calistria. High priestess Shorafa Pamodae took pity on Before Combat Lil is by no means a seasoned fighter, and she
Lil (perhaps as a result of their shared heritage), and for the prefers to exit combats as quickly as possible. When in her
past year she has protected Lil from Zincher’s retaliation. boudoir, she keeps a bladed scarf draped nearby in case of an
In that year, Lil has become a rather devout follower of emergency. On the street, she carries a poisoned dagger. She
Calistria, yet she has begun to chafe at having to disguise keeps a long scarf on her person and in her chamber so she can
herself before going out and hopes to some day soon settle utilize her animate rope spell.
her ongoing conflict with Clegg Zincher. During Combat Lil relies heavily on poison in combat, knowing
that her skill rarely matches that of her enemies. She tries first
Appearance to flee, second to fight, and last to bargain, either with money
Lil’s glimmering purple eyes are famous in Riddleport. or her charms.
Although some find her exotic appearance frightening, Statistics
Lil possesses grace and personal magnetism uncommon Str 8, Dex 15, Con 14, Int 14, Wis 12, Cha 14
in those of fiendish ancestry. Her coal-black hair Base Atk +4; Grp +3
contrasts sharply with her pale skin, and her heavy Feats Exotic Weapon Proficiency (bladed scarf ), Still Spell,
curls overshadow her delicate features. Two small horns Weapon Finesse
curve from her temples. Lil favors the flower for which Skills Appraise +11, Bluff +13, Diplomacy +15, Gather Information
she is named, and she usually wears a sprig of lavender +13, Hide +4, Knowledge (local) +11, Perform (oratory) +11,
somewhere on her person. Sense Motive +10, Sleight of Hand +13
Languages Common, Elven, Infernal, Varisian
Development SQ bardic knowledge +8
Lil makes all her decisions with survival and independence Combat Gear potion of cure moderate wounds, potion of delay
foremost in her mind. She frequently casts detect thoughts on poison; Other Gear +1 glamered leather armor, masterwork
her clients, but never uses the information for blackmail. bladed scarf, masterwork dagger, ring of protection +1, vial of
If word got out that she used such tactics, she’d find herself small centipede poison (2), vial of Riddleport tea, vial of indigo
out of business. Instead, she hoards the information and dreams (2)
31
COMPANION
32
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Dark Days in Riddleport
The city of Riddleport is no place for the naive. Founded by pirates and ruled
by criminals, Varisia’s most lawless city chews up the weak and foolhardy.
In other words, it’s a perfect home for adventurers! Take the first step into
Riddleport, the starting city for Pathfinder’s Second Darkness Adventure
Path. The information contained herein gives players the edge they need
to face this deadly quest, with new rules, details on making campaign-
specific characters, and background information no adventurer should
be without. Even if you aren’t playing the Second Darkness Adventure
Path, this booklet is filled with all new spells, magic items, and character
options perfect for any game.
Second Darkness
paizo.com/pathfinder